In SDL2, the initialized subsystems are referenced counted, so it's safe to
initialize them twice, and it makes the SDL_QuitSubSystem during our shutdown
correctly decrement the count. Before (as a probably-harmless bug), it would
not increment the refcount if the subsystem was already initialized, causing
problems when it decremented it later.
In September 2017 I moved loading arenas.txt/*.arena files from entering
start server menu to at startup to fix running out of memory in Team Arena
UI after opening the start server menu several times.
However, Team Arena completely replaces the uiInfo.mapList array when
switching between single player and start server menus. So after my
change, entering single player and then entering start server would only
display single player maps. It caused SP endofgame menu to use MP map
list for replay/next map since arenas were loaded after gameinfo.txt.
Continue loading arena info at start up to avoid reallocating arena info
but move setting up uiInfo.mapList to when entering the start server
menu.
I changed Color Depth options 'Default' to reset r_stencilbits instead
of 0 and '32 bit' to use r_stencilbits 8 instead of not changing the
value. (This matches my q3_ui changes in the previous commit.)
Set r_stencilbits when changing graphics presets like when changing
Color Depth.
In 2007 in ioquake3 unified-sdl branch (revision 1144) setting
r_colorbits in q3_ui was removed but the Color Depth menu option was
still kept. Setting r_colorbits was not removed from the Team Arena UI.
In 2011 I removed the Color Depth menu option from q3_ui as it did not
change any cvars. Yesterday I restored the option not realizing this
and thinking that requesting 16-bit color depth worked.
Add setting r_colorbits back to q3_ui so Color Depth menu option works
again. I changed Color Depth options 'Default' to reset r_stencilbits
instead of 0 and '32 bit' to use r_stencilbits 8 instead of not changing
the value.
However I discovered r_colorbits 16 does not actually work on my system
(Debian Jessie x86_64 nvidia). ioquake3 was reporting the requested
value instead of the actual obtained value. Fixed in my previous commit.
The values passed to SDL are just the minimum required. Get actually
values of colorbits, depthbits, and stencilbits from SDL instead of
assuming that the engine got exactly what it asked for.
The r_colorbits cvar still exists and gfxinfo reports it works on
Debian Jessie in both git master and building the commit where I
removed r_colorbits from q3_ui. So it does indeed control something.
Maybe I expected 16-bit color to look different? I don't know.
This reverts my commit 8e689739f4
from August 11 2011.
Loading a 1024-byte q3history file will fill the whole consoleSaveBuffer
leaving no space for a string terminator. Com_Parse will read at least
one byte beyond the end of consoleSaveBuffer. The written console
history file can only be 1023 bytes (enforced by Q_strcat) so don't
allow loading size of 1024.
If switching to a mod with a shorter q3history file, the data in
consoleSaveBuffer that isn't overwritten will be parsed. So always
add a string terminator.
String not terminated reported by David "devnexen" CARLIER.
cls.glconfig.isFullscreen was not updated when changing r_fullscreen
without a vid_restart. Starting in fullscreen and switching to
windowed mode would not release the mouse.
Mods calling trap_GetGlconfig() after a fullscreen toggle now get
the correct value for isFullscreen. (Note: Mods already got the
correct value at start up and after vid_restart.)
Reported by Mickaël "mickael9" Thomas.
Allows higher download throughput (from ~2 MB/s to ~60 MB/s at 120FPS)
This has no effect for curl versions older than 7.53.0 (for which the
buffer can only be shrunk below 16k)
Fix the output/behaviour of CVAR_CHEAT flagged cvars in case they are
also of type CVAR_LATCH (avoid the early latch case return to make it
work as intended).
This is exact root of q3msgboom bug http://aluigi.altervista.org/adv/q3msgboom-adv.txt
Unfortunately, server still need this ugly '1022 char limit' hack to support unfixed clients in some degree.
And as it affects MSG_ReadBigString() - unfixed clients can still be crashed by 8191-chars long configstrings that comes with gamestate
If client sends wrong serverId but is already active in the world
(CS_ACTIVE) don't resend initial gamestate for the map. This isn't a
valid situation. The player should be CS_CONNECTED or CS_PRIMED.
Resending gamestate to an active player will cause them to respawn
without dying or disconnecting. If the player had a CTF flag it gets
lost until the map is changed or restarted.
Reported by Ensiform at:
https://bugzilla.icculus.org/show_bug.cgi?id=6324
In May 2017 the library loading was limited to *.dylib but the macOS
system OpenAL framework does not have dylib extension. So allow loading
files from /System/Library/Frameworks/ as libraries even without dylib
extension.
This is checked in Sys_DllExtension() so that QVM filesystem access will
not allow writing files to /System/Library/Frameworks/ even if homepath
is changed to include it. (Admittedly it doesn't fit the function name
but fits the function description and current usage.)
Allow listing about 273 .arena filenames for loading in q3_ui instead
of only about 136 that fit in a 2048 byte buffer (average 15 bytes per
file name).
The buffer for filename list runs out of space long before the buffer
for arena file content does. There is no warning for file list out of
space but there is a warning for arena file content.
This was requested by a user with many maps.
Team Arena's mpteam6 map has a shader textures/base_wall2/space_concrete
that contains an opaque stage, two non-lightmap blendfunc filter stages,
a blendfunc add stage, and a lightmap stage. The lightmap was attached
to all four of the non-lightmap stages causing the filter stages to
darken the lightmap multiple times.
Change setting up the lightall GLSL shader to only use lightmap if it's
the first stage or not a blendfunc filter stage. Now only the opaque
and blendfunc add stages of the mpteam6 shader use the lightmap.
Reported by Alexander Nadeau (wareya).
Newer versions of BSPC such as 2.1h included with the Quake 3 GPL source
code create AAS files containing areas in cluster 0 if the area has no
reachabilities.
The AAS files included with Quake 3 and Team Arena do not contain areas
in cluster 0. It's apparent that BSPC would not create them. Instead it
created clusters with no reachability areas.
It seems the intention was to check if the areanum and goalareanum have
reachable areas using AAS_AreaReachability(areanum) everywhere before
calling AAS_AreaRouteToGoalArea(). This prevents adding cluster 0 to
the routing cache and portal cache. However, it is not checked
everywhere and including some places in the Game VM.
Fix AAS_AreaRouteToGoalArea() instead of trying to wack-a-mole with all
the places that call it.
Cluster 0 access reported by Thomas Köppe (github @tkoeppe) as causing
crashes in rare cases.
A negative timelimit value or a value that would overflow the
multiplication by 60000 caused an endless map change/reload.
Based on patch and description by @vloup.
By default mingw-w64 uses Microsoft's broken _vsnprintf() in msvcrt.dll.
It can be overriden by defining __USE_MINGW_ANSI_STDIO but let's just
use the same behavior for both MSVC and mingw-w64.
Reported by @birdstakes.